LeBlanc Build Guide by Fruyti
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Champion Build: LeBlanc
| Health | 2060 |
| Health Regen | 14.4 |
| Mana | 1400 |
| Mana Regen | 27.39 |
| Armor | 75 |
| Magic Resist | 42.06 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 106.8 |
| Attack Speed | 0.774 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 459.85 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 37.83 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction

Hey guys, I'm Minh, [Incapacitate in MobaFire and sL Anomaly in League of Legends] and this is my second
LeBlanc guide. After months of experience in solo queue ranked, duo queue ranked, premade fives, and a lot of normal games, I decided to make a whole new guide for a competitive
LeBlanc player. Even though it's a guide based on high elo gameplay, even if you follow the guide as a beginner or an expert it will lead you to success whether normals, ranked, premades, or any other game modes!
Welcome to LeBlanc - Competitive Play, I hope you will learn much from this guide I worked hard on as I will discuss every major point about the caster,
LeBlanc.
Advantages and Disadvantages

All champions have strengths and weaknesses, if your team requires a quick assassin to destroy their squishy carries, then
LeBlanc is the perfect choice for that job. However, LeBlanc still has some issues that affect her greatly.
Runes

In this section I will show you which rune build to use with
LeBlanc and discuss the importance of each them. Below there will be three rune builds that will explain why to pick a certain page because not every game is the same, meaning you need to switch it up sometimes depending on the situation.
| Runes | |||||||||||||||
Greater Quintessence of Ability Power 3 |
Greater Mark of Magic Penetration 9 |
Greater Seal of Mana Regeneration 9 |
Greater Glyph of Magic Resist 9 |
||||||||||||
Greater Seal of Replenishment: Provides 3.7 mana regeneration every five seconds making it very useful for
| Runes | |||||||||||||||
Greater Quintessence of Ability Power 3 |
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Ability Power 9 |
||||||||||||
| Runes | |||||||||||||||
Greater Quintessence of Ability Power 3 |
Greater Mark of Magic Penetration 9 |
Greater Seal of Mana Regeneration 9 |
Greater Glyph of Scaling Ability Power 9 |
||||||||||||
Greater Seal of Replenishment: Provides 3.7 mana regeneration every five seconds making it very useful for
Masteries

Just like rune setup,
LeBlanc has many mastery setups as well. These can differentiate depending on certain situations based on champion select.

This page [21/0/9] is the normal average setup for an AP mid, focusing on extra AP from the offensive side as well as extra attack damage for easier last hitting since

This page [21/9/0] is the normal average setup for an AP mid, with a little twist. It focuses on extra AP from the offensive side as well as extra attack damage for easier last hitting since

This page [21/9/0] is the normal average setup for an AP mid, with a little twist. It focuses on extra AP from the offensive side as well as extra attack damage for easier last hitting since
Summoner Spells

There are many summoner spells out there that you may think are so fabulous on
LeBlanc but based on streams, gameplay, personal experience, and several experiments.. there are only two spells that are viable for
LeBlanc, which are
Ignite and
Flash. Below I will discuss why those are the only summoner spells you should take.
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Ignite is the spell that tops off
LeBlanc's kit. It helps her secure kills, help an ally escape by narrowly killing them, and counters major threats or regenerate health quickly like
Swain's
Ravenous Flock,
Morgana's
Soul Siphon, and
Dr. Mundo's
Sadism.
Ignite is clearly the best offensive summoner for
LeBlanc because in able to snowball she needs to pick up kills, and in order to secure kills she needs a summoner spell that can do that for her when they walk away with 10 hp from your combos.
Flash is the spell that provides extra utility to
LeBlanc even if she has two blinks, a silence that can last up to seven seconds, and two snares, she STILL needs
Flash in order to make plays. These plays include, cherry picking [taking out] their carry and flashing out of a bad situation when your
Distortion is down, use both of your dashes and a
Flash to
Ethereal Chains your opponent and picking up an ace, or maybe even blink three times using
Distortion,
Mimic, and
Flash to escape a sticky situation. Also,
Flash acts as a free get out of jail card, because every time you've been out of position, ganked, or about to get hit by a
Trueshot Barrage or
Enchanted Crystal Arrow pressing D or F could save your life. Out of all the summoner spells,
Flash provides the most utility for
LeBlanc because it correlates with her kit more efficiently.
Ghost,
Exhaust, and
Cleanse do not provide the mobility she needs in order to perform as an assassin as much as
Flash does.
Itemization

With
LeBlanc there are many item builds that can suit her very well, but after playing many many games with her in which I experimented many builds, this is the only item path that easily lets her dominate early game but still makes her do incredible burst to carries late game.
Boots of Speed: Purchasing these at level one provide a lot of mobility that can be used to harass a foe or escape from one or set up a gank for your teammate.
Health Potion: Buying three of these along with your tier 1 boots will allow you to sustain in lane and trade with your enemy. These can save your life from the DoT [damage over time] from
Ignite,
Torment, or maybe even Lizard Elder [red buff]!
Doran's Ring: Buying two of these early game will be very useful throughout the whole game until you have money for stronger replacements. These give health, mana regeneration, and ability power, all useful to
LeBlanc! The extra ability power will help cripple your foe forcing them to blue pill [recall] as you can push their minion wave and deny them of experience as you gank/dive other lanes.
Haunting Guise: Alright.. this item.. some of you may be like, "l0l n0ob fruyti kitty y buy haunting guis?!?!?" However, after experimenting with it this item is most definitely worth it because of the cost to use ratio.
Haunting Guise gives ability power, magic penetration, and health, making you tanky and strong. It is most definitely an early game item that can shred through your opponents'
Negatron Cloak,
Null-Magic Mantle, or
Hexdrinker. Even though the item is stronger early, it is still very useful late game where you will have
Sorcerer's Shoes,
Void Staff,
Haunting Guise, and
Greater Mark of Magic Penetration, giving you a lot of magic penetration making your burst gigantic.
Rabadon's Deathcap: Derp, this item gives a lot of ability power, meaning that it is basically a necessity for
LeBlanc to make her stronger throughout the game.
Deathfire Grasp: Another necessity for
LeBlanc because it is the major component towards her combo, it does 25% of the targets current health along with +4% per 100 ability power. It also grants you 15% cooldown reduction which is an added benefit as well.
Void Staff: Magic penetration and ability power, a great item against tanks even squishy carries.
Lich Bane: Okay this item, you guys may be questioning why this item is so crucial to
LeBlanc. It gives movement speed, mana, magic resistance and ability power, okay: that's good right? Yes it is! Another crucial factor of the item is the unique passive: When you use an ability, your next physical attack will deal an additional 100% of your ability power in damage. This item can be a great finisher after you unleash your combo and the enemy is fleeing in terror. With just one auto attack you can deal a significant amount of damage that the enemy wont expect. Another reason why it is such a good item is because it deals a lot of turret/structure/baron damage too, making map objectives so much easier!
Elixir of Brilliance: Buy this when your full build is done, it gives ability power and cooldown reduction making it a very useful elixir to have.
Elixir of Fortitude: Again, buy this item when your full build is done, it gives health and attack damage, but the health is probably the only thing that benefits you in the game.
Oracle's Elixir: Buy this item when it is late game when your support cannot afford one, normally I buy it after my build and
Elixir of Brilliance and
Elixir of Fortitude are done, but sometimes I will buy it when both teams are desperate for objectives (Baron, Dragon, and buffs) as well as map control.
| Item Sequence | |||||||||||||||
Mejai's Soulstealer 1235 |
Archangel's Staff 2700 |
Athene's Unholy Grail 2600 |
Morello's Evil Tome 2200 |
Rod of Ages 2800 |
Rylai's Crystal Scepter 2900 |
||||||||||
Common Misconceptions:

Pink: The pink circles on the mini map represent the spots on the map that should be pink warded by both teams.
Orange: The orange circles on the mini map represent the spots on the map that should be warded by the blue team at any certain giving time.
Red: The red circles represent the spots that should be warded by the purple team at any certain giving time.
Arrows: The arrows represent that the certain ward can be moved to the end of the tip of the arrow in certain situations, like
Skill Sequence

After trying different skill sequences with
LeBlanc there is one path that I highly advise you take for quick poke, easy kills, and easy escapes. Below I will go indepth on each skill explaining the order I maxed them and why I maxed them first.
Combos: Levels 1-5
In this chapter, I will discuss on each combo that you can use with
LeBlanc and when and where to use it. Specifically, this chapter will talk about the early levels before you get your ultimate,
Mimic [levels 1-5].
Harassing Combos:
This section will talk about the skill combos you can use to harass your opponent in the early levels. I will not discuss all of the possible combos because these are real ingame situations that could happen in which you can use these techniques so harass your opponent effectively.
Auto Attack +
Sigil of Silence + Auto Attack - a quick harass that will let you come out on top if you back off right after the last auto attack. This combo would most likely work against anyone, but the enemy will probably trade damage with you because you would use this move at level one.
Sigil of Silence +
Distortion + Auto Attack +
Distortion - a quick burst with an extra auto attack because the target is silenced, making them unable to trade back with you as you distortion back to your original spot. This would work against mids who are aggressive enough to walk near
LeBlanc's
Distortion
Sigil of Silence +
Ethereal Chains + Auto Attack +
Distortion +
Distortion + Auto Attack +
Sigil of Silence - a combo that will only work if the enemy is dumb enough to try and trade with you, first you throw your sigil then lead them with chains, silencing them as they run away. This means you can auto attack freely as well as blink onto them followed up with another auto to deal massive damage. This combo would most likely work against aggressive mids.
Distortion +
Sigil of Silence +
Ethereal Chains +
Distortion - a harassing tool that does quick damage that will not allow them to trade with you, at all. This is because when you
Distortion in and throw your
Sigil of Silence and
Ethereal Chains as you
Distortion out quickly, the chain will continue to follow the target as you return to your original spot. This combo would work against mids who are very passive and near their turret thinking they cant take damage before you turn level six.
Gank Setup Combos:
In this section, we will discuss about the combos you can use to setup ganks with your jungler or other lanes during the early levels.
Distortion +
Ethereal Chains +
Sigil of Silence - the reason why we would send the chains first is because your jungler is ganking, meaning that you need to slow them first and silence as well as a snare so your jungler is follow up quickly before the enemy blinks out when the silence is gone. This combo would most likely work against a passive enemy mid.
Sigil of Silence +
Ethereal Chains + Auto Attacks +
Sigil of Silence +
Distortion - You would use this combo when the enemy is walking aimlessly towards you or they don't have minion protection. Starting off with your sigil and chains, you can easily silence the enemy and throw in extra auto attacks while your jungler is bashing on them, after your sigil is up again, throw it on them and distort onto them, breaking the mark to deal extra damage and silence them, and by then, they will probably be dead.
Combos: Levels 6-18
In this section I will list the extremely long list of combos that can be used throughout the mid and late game. These situations are realistic, meaning that I will not list every single set known to man.
Harassing Combos:
These combos are used for the laning phase around levels 6 to 13 or so. These combos will utilize your great burst to gain the better advantage on your enemy.
Distortion +
Sigil of Silence +
Mimic +
Distortion - a very simple setup that any person can do. Simply blink in and throw your sigil and mimicked sigil to deal around 40-50% of their health based on how much magic resistance they have during the laning phase. This combo can lead to an easy kill later when your
Mimic is up as well.
Sigil of Silence +
Mimic +
Ethereal Chains +
Sigil of Silence +
Distortion - a combo that should be used then the enemy mid player is trying to harass/poke/engage on you. Instead of wasting a
Distortion right away, throw your heavy burst that will silence them right away, denying access to their skills. After you throw your burst, quickly throw your
Ethereal Chains onto them whether they are fleeing or still on you; kite them a bit until your
Sigil of Silence is up and throw it on them along with another
Distortion to do the extra burst and silence.
Ethereal Chains +
Sigil of Silence +
Mimic - use this order when you are afraid of a full out engaging on a strong burster like
Annie.
Cassiopeia.
Anivia, etc. When you see them walk onto you, throw your
Ethereal Chains onto them, this will panic them and force them to walk back to their turret giving you the chance to do free damage onto them with a
Sigil of Silence and
Mimic.
Gank Setup Combos:
At level 6, there are many combinations of setups you can use to gank a lane, or setup a gank with your jungler and or other lanes.
Distortion +
Ethereal Chains +
Mimic +
Sigil of Silence - use this combo when your jungler has a gap closer and or is close enough to follow up on your snares. Blink towards the player and throw your chains, right as it's about to proc the snare, throw your mimicked version of it and throw your sigil, silencing them and snaring them for a longer period, hopefully; ensuring a kill.
Distortion +
Mimic +
Ethereal Chains +
Sigil of Silence - basically, use this combo when you're lane ganking [ganking from your team's turret]. You double distort to catch up to the enemy team and throw your
Ethereal Chains and
Sigil of Silence to silence and snare them, ensuring an easy kill, especially if you're ganking bottom lane or if your jungler is there.
Teamfight Combo:
There is one, and only one combo you should do in a teamfight, and this is of course, aimed towards their AP or AD carry [most likely AD carry].
Distortion +
Deathfire Grasp +
Sigil of Silence +
Mimic +
Ethereal Chains [if applicable] +
Lich Bane [if applicable] +
Ignite] +
Distortion - this combo is the one you need to master the most, if your game ever gets to late game [teamfight phase], make sure to use this combo onto their carries [preferably AD carry] and jump back out, most likely giving you and your team the upper hand in a team fight.
WARNING: In order to do this, and most likely all the other combos listed above, you must use smartcasting which is a concept where you hover your mouse over an enemy champion or minion and press the preferred skill key. Smartcasting allows you to throw all of your junk onto the enemy team and get back out safe and sound.
Matchups: A - F (Under Construction)
Ahri - the Nine-Tailed Fox
Difficulty: Easy - with a few buttons and juking, you can easily shut
Ahri down and make her useful for a majority of the game.
Direct Threat: High - one charm could easily lead to a kill especially if their jungler is there, giving her a kill to buy magic resistance/health can easily shut you down.
Indirect Threat: Medium - can farm passively, probably missing a few last hits because of your zoning, but if you roam, she can easily push your lane and deny you of experience.
Jungle Synergy: Medium - only one crowd control,
Charm. Probably not dangerous because you have two blinks, or three if you ever need it.
Gankability: Easy - Extremely susceptible to ganks, especially early game when she doesn't have
Spirit Rush, but even if she gets it, making her waste it can make her an easy kill.
Explanation: Not really much to say, but make sure to watch for her green glowing orb, this means that she has her spell vamp passive up, meaning that she can easily bait you or sustain your ignite with her
Orb of Deception. Just make sure to dodge her skillshots and keep thinking whether you can trade more damage her without
Charm landing.
Akali - the Fist of Shadow
Difficulty: Medium - easy to shut down before level six, and if you wrecked her enough before level six, you can destroy her after six too. As long as you don't let her double proc you (
Mark of the Assassin +
Shadow Dance +
Mark of the Assassin +
Shadow Dance/Proc)
Direct Threat: High - at level six she can outplay you hard and burst you hard, forcing you to recall and miss farm and experience. She probably can kill you too...
Indirect Threat: Low - with
Akali, she needs to be able to use her high damage to harass the enemy foe, and her passively farming doesn't help anything but make her take free damage from
LeBlanc.
Jungle Synergy: Low - until level six, basically, before level six she sucks butt. High, at level six or past six, a simple stun/taunt/etc. can easily kill you.
Gankability: Medium, with her shroud, she can pull off some pretty cool tricks in mid, whether it's dashing to your own minions and running down your jungle, or just waiting till your jungler CC's her immediately putting shroud down to negate all of that.
Explanation: Basically, dominate her before level six, and at level six make sure to damage her and bait her
Twilight Shroud, and when it's down, use your big burst to decimate her.
Anivia - the Cryophoenix
Difficulty: Easy -
Anivia is so easy to shutdown in lane before and after you're level six. This is because
Anivia is a rather frail and skillshot reliant champ, meaning that you can dodge at least half of her combo, and forcing her out of lane with your devastating combos.
Direct Threat: Medium - a very aggressive
Anivia can destroy you if you give her free proc'd
Frostbites. But since you're [leblanc your
Distortion can dodge almost all of her skills and shut her down.
Indirect Threat: High -
Anivia can easily go all defensive or gold per 10's and farm passively, meaning you cannot gank lanes or have lane control.
Jungle Synergy: Medium - if she lands a
Flash Frost then you have a small chance of living if their jungler has high CC/damage. However, her
Crystallize is easy to get out of because of your
Distortion.
Gankability: High - she can easily be ganked before and after six, you can easily land a chain and silence and have your jungler bash on her egg with you.
Explanation: Basically, poke her down and kill her later, push your lane then go roam or recall and proceed to ruin her more. If she is pushing hard but missing 1 or 2 cs, tell your jungle that they can farm your lane while you use your strong roaming capability to gank other lanes.
Annie - the Dark Child
Difficulty: Easy - as long as you play your cards right.. (seeing how many passive stacks she has, silencing her correctly and abusing your higher spell range to avoid her
Disintegrate.
Direct Threat: High - if you don't play carefully against her she can burst you down hard, maybe not to 0% but probably enough that one more
Disintegrate can kill you since it's a rather short cooldown.
Indirect Threat: Easy - if
Annie just farms passively the laning phase will always go in your favor. If
Annie decides to get every single farm using her spells and auto attacks, this allows you to harass/burst her down. However, if she decides to get 3-4 creeps each wave (6) you may not be able to harass her as much but still force her out of lane easily.
Jungle Synergy: High - an easy
Flash +
Summon: Tibbers can set up a gank for
Annie's jungler so easily. If the jungler has any form of CC or stealth detection for
Mirror Image like
Lee Sin's
Resonating Strike or
Tempest, you're probably dead.
Gankability: Easy -
Annie is so easy to gank at any point in the game, just make sure not to towerdive her when you know she has
Summon: Tibbers and her
Pyromania stun is up. A simple root and silence can give your team another kill.
Explanation: Basically, play carefully against an
Annie, if you see that she is running towards you [yellow aura around
LeBlanc that means she wants to trade with you. Simply throw your
Ethereal Chains at her and this will make her flee, throw your
Sigil of Silence +
Mimic +
Distortion +
Distortion out to get a free trade or throw one more
Sigil of Silence which may get the kill coupled with
Ignite.
Brand - the Burning Vengeance
Difficulty: Medium - can easily burst you down if he lands a stun... that's pretty much it for this guy, it's all about outplaying him.
Direct Threat: High - one
Pillar of Flame or
Conflagration +
Sear can ruin you.. immediately. Basically once you're stunned before he's level six you'll be taking a lot of damage from his passive and forced to recall or drink your
Health Potions.. and if he's level six and up, you're probably dead depending on his ability power and skill timing.
Indirect Threat: High -
Brand can easily one shot caster minions with one
Pillar of Flame and clear the melee ones quite quickly... the only time for action is when he casts his
Pillar of Flame on the minions. Hopefully you can poke him and not get hit by a
Conflagration +
Sear depending where you
Distortion.
Jungle Synergy: medium - you can probably dodge his stun easily as long as you don't get overly aggressive when their jungler has been gone for a while... but if he lands the stun you are either dead or forced to waste
Flash + lane experience and gold.
Gankability: Medium - with his long spell ranges, he can easily lane aggressively or passively and will still be near his turret. A heavy CC jungler like
Skarner,
Amumu, or
Alistar can help you with that though.
Explanation: Basically, all you need to do in this lane is dodge his heavy AoE and trade with him constantly so you can push and roam to gank.
Cassiopeia - the Serpent's Embrace
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Diana - Scorn of the Moon
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Fizz - the Tidal Trickster
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Matchups: G - M (Under Construction)
Galio - the Sentinel's Sorrow
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Gragas - the Rabble Rouser
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Heimerdinger - the Revered Inventor
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Jayce - the Defender of Tomorrow
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Karthus - the Deathsinger
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Kassadin - the Void Walker
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Katarina - the Sinister Blade
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Kennen - the Heart of the Tempest
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
LeBlanc - the Deceiver
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Lux - the Lady of Luminosity
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Malzahar - the Prophet of the Void
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Master Yi - the Wuju Bladesman
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Mordekaiser - the Master of Metal
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Morgana - Fallen Angel
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Matchups: M - Z (Under Construction)
Orianna - the Lady of Clockwork
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Pantheon - the Artisan of War
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Ryze - the Rogue Mage
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Sion - the Undead Champion
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Swain - the Master Tactician
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Talon - the Blade's Shadow
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Twisted Fate - the Card Master
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Veigar - the Tiny Master of Evil
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Viktor - the Machine Herald
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Xerath - the Magus Ascendant
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Ziggs - the Hexplosives Expert
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Zilean - the Chronokeeper
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Zyra - Rise of the Thorns
Difficulty:
Direct Threat:
Indirect Threat:
Jungle Synergy:
Gankability:
Explanation:
Screenshots
Below are some recent games with
LeBlanc that I played.. there aren't that many because I'm busy getting ready for school... more to come though!
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